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17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
Added Power operator to stat linkers, allowed for multiple value modifications per operation Some WIP commented out drawers
9 Years Ago
Ingore ID match when setting active goal from PlayerController
9 Years Ago
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
9 Years Ago
Fixed people trying to steal items from each other
9 Years Ago
added attacks to controller and toned down head bob on run
9 Years Ago
Refactoring Unit+Item/Attachment handling to be a more flexible and robust Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs) Added DamageTypes and DamageResistances to Species combat params Added DamageTypes to WeaponParams Added HoldItem flag to PickUpItemSettings Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks) Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional) Weapons data for both spears and rock items
9 Years Ago
anims are pretty rough sorry, will polish them once seen them in game
9 Years Ago
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
9 Years Ago
Player GoTo fix CanFindBuildingMaterials filter NRE fixes
9 Years Ago
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
9 Years Ago
UnitManger unit ticks per frame to constant
9 Years Ago
TOD day length now 48 real minutes UnitManager tick optimisations Unit+Sense profiler hook removals
9 Years Ago
End profiler samples properly in Unit+Senses FindPerceivedUnits
9 Years Ago
ValueMitigators added to CombatEffectParameters and Unit+Combat Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill) Cast caching in Stat+Properties
9 Years Ago
new mammoth test on deer to get animals working with generic controller
9 Years Ago
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
9 Years Ago
GoToRandomSpot tweak BeforeDebugObject revived and fixed PlayerGoals get named Unit+Combat applies combat effect value mods correctly Lots of stat tweaks
9 Years Ago
These apples had bad normals.
9 Years Ago
Fixed NRE in UDM.FilterBehaviourTargets
9 Years Ago
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
9 Years Ago
pdb meta
9 Years Ago
Condition filtering refactor WIP, this kills the GC DSE profiler hooks
9 Years Ago
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
9 Years Ago
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets -added IM considerations to abilities and interactions, where fitting
9 Years Ago
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144) Unit tick profiler hooks
9 Years Ago
Reflection probes enabled in Low quality settings Fire FX sprite tweaks
9 Years Ago
-broken assets unbroken -cavepeople refuse to collect sticks from under wolves.
9 Years Ago
Water2: quality control exposed in inspector Water2: added force enable fallback normals to material params
9 Years Ago
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
9 Years Ago
Made the goals and abilities list drawers in AgentSettingsEditor unique
9 Years Ago
NRE error log in BehaviourCain where interaction target is null ActionChain UnityEvents replacing System.Action Unit+Combat effect stuff
9 Years Ago
-new InfluenceMapConsideration type, added in PickUp ability
9 Years Ago
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
9 Years Ago
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos Added "Before\VertexLit Blended" for particle fog/scattering support Misc shader work
9 Years Ago
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
9 Years Ago
Updated AO
9 Years Ago
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
9 Years Ago
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...) More Weapons data/boilerplate
9 Years Ago
9 Years Ago
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial Renamed Stat+Tickable to Stat+Tick, now simply handles ticking! Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings Fixed AddUnitFlag not working Minor Effect stat mangement refactor for better clarify WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations Fixed some Effects adding the wrong flags
9 Years Ago
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
9 Years Ago
Fixed items not having colliders Some combat related tinkering, AttackEntity action tests Fixed EntityCondition item filtering not working as intended Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
9 Years Ago
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action Fixed Action HarvestResource not having a target
9 Years Ago
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile. Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
9 Years Ago
Asset save
9 Years Ago
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
9 Years Ago
Speedtree billboard shadows
9 Years Ago
Nutritional values derived from real kcal.
9 Years Ago
More foods.
9 Years Ago
Item scale.